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How To Make Linear Trees Banaced?


3 replies to this topic

Poll: How To Make Linear Trees Banaced? (9 member(s) have cast votes)

Would it be enough?

  1. Yes (5 votes [55.56%])

    Percentage of vote: 55.56%

  2. Not quite (1 votes [11.11%])

    Percentage of vote: 11.11%

  3. Entirely wrong direction (specify below) (2 votes [22.22%])

    Percentage of vote: 22.22%

  4. I don't want linear trees (1 votes [11.11%])

    Percentage of vote: 11.11%

What about the weapon specific skills measure?

  1. Necessary (4 votes [44.44%])

    Percentage of vote: 44.44%

  2. Expendable (3 votes [33.33%])

    Percentage of vote: 33.33%

  3. Wrong (specify below) (2 votes [22.22%])

    Percentage of vote: 22.22%

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#1 Kuaron

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Posted 01 March 2017 - 10:56 PM

At the moment, we have to swallow shock resistance and arm skills as a measure to make more valuable skills (like speed tweak) effectively cost more than one node.
Understandable, but not everyone likes it this way.

1)

So, as an alternative, to allow linear trees without burying:
Distribute valuable skills between more nodes and combine less valuable to less.
People will start considering the formerly useless arm skill if they'll only need to unlock one node to get the full bonus instead of being forces to unlock tiny arm bonuses to get to the useful skills.
If it means that full speed tweak will take 10 nodes and heat gen 15, so be it.

Example:

Speed Tweak:	Arm Pitch:
 
(0.75%)		 (15%)
   |		   |
(0.75%)		 (15%)
   |
(0.75%)
   |
(0.75%)
   |
(0.75%)
   |
(0.75%)
   |
(0.75%)
   |
(0.75%)
   |
(0.75%)
   |
(0.75%)


Am I missing something?

2)

For not getting back to boating-encouraging single weapon trees, one can make weapon specific (LBX spread, missile spread, las duration etc.) nodes dependant on general trees.

In this example, G1 and G2 are general trees lines, let's say velocity and range, and S is a specific line, say missile spread:

(G1) (G2)
| \ / |
| (S) |
| / \ |
(G1) (G2)
| \ / |
| (S) |
| / \ |
(G1) (G2)
| \ / |
| (S) |
| / \ |
(G1) (G2)
| \ / |
.
.
.

As a little resemblance to the web we have now, but no more.

Would you like such a system more?

Edited by Kuaron, 02 March 2017 - 04:03 AM.


#2 Kuaron

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Posted 02 March 2017 - 02:16 PM

So any articulated opinions?

#3 Alistair Winter

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Posted 02 March 2017 - 02:59 PM

I never thought I would get another chance to use this pic I made.

Posted Image

I like part of idea #1, and you can already see this in how PGI made the skill trees. For example, fall damage reduction is 5 skill points, but AMS overload is only 2 skill points. I'm not a fan of idea #2.

#4 Mycroft000

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Posted 02 March 2017 - 03:03 PM

In order to get diverse builds and skill choices, there has to be restrictions. Currently they're trying to hide good skills behind those we don't want. What they need to explore is restricting the number of nodes we can unlock in any given tree and give us more freedom to choose any nodes we want.

Instead of allowing us to select the entirety of the Sensors tree, we should be restricted to going down an offensive sensor path, or a defensive sensor path: Target Retention, Target Info Gathering, Advanced Zoom, 360 Target lock, etc being the offensive path; with Radar Dep, Enhanced ECM, and Seismic being the defensive path.

Same thing can be implemented in the weapon trees, we have to pick from Velocity/Duration/Spread, or better heat generation, or better cooldown(or a combination of any pair of those). Combining Heat and Velocity gives you higher DPS performance for brawlers; combining Velocity and Cooldown makes for better snipers; combining Heat and Velocity gives better midrange fighters.

And go from there to extrapolate to the rest of the trees. We have too much freedom in this current PTS system.





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